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Music Designing Music Levels

General Advice

The Music World is one of Rayman's imaginary worlds. The scenery is composed of icy musical bars, notes, drums, recorders and clouds. While the background scenery and animation is limited, the Music World allows opportunities to concentrate on making the game play challenging with the slippery bars and enemies unique to this world. A level can be successfully designed around a single theme: trumpets, slippery bars, monks, etc.

 

The Music World in the Mapper

The Template Map contains the library of all of the blocks available to draw the background for your level. In addition, the five Example Maps contain handy scenery predrawn with the blocks. In the Mapper you can copy any of these blocks to your new level.

Template Map:

Template

Example A Map (horizontal map size 600 x 40):

Example A Map

Example B Map (vertical map size 40 x 200):

Example B Map

Example C Map (square map size 200 x 200):

Example C Map

Example D Map (vertical rectangular map size 100 x 200):

Example D Map

Example E Map (horizontal rectangular map size 200 x 100):

Example E Map

 

In the Map Properties dialog box, Landscape using:

Scenery 1 Scenery 2

Music Scenery 1

Music Scenery 2

 

The Music World in the Events Editor

Scenery

Treble clef Treble clef: not animated; can be placed over the icy musical bars to give the appearance of a musical staff.
Eyes Eyes: watch Rayman and follow his movements, but are not dangerous.
Xylophone Xylophone: It appears solid to Rayman and Rayman can not jump down through it. It blocks Rayman's progress from top to bottom.  Note - Rayman can jump up through it. It does not block Rayman from going up. Usually the sprite is connected to a Ting Killdoor that causes the sprite to disappear when Rayman collects all of the colored tings associated with it. (For more information, see the section on Gendoors and Killdoors.) Tip: in the Template Map there are platforms with ends which you can put where the xylophone will be. When the xylophone disappears, the ends will remain.
Double bass Double bass: vertical blocking sprite. It appears solid to Rayman and Rayman can not walk through it. Usually the sprite is connected to a Ting Killdoor that causes the sprite to disappear when Rayman collects all of the colored tings associated with it. (For more information, see the section on Gendoors and Killdoors.) Tip: in the Template Map there is a section of an icy bar with a double bass violin. When the double bass disappears, the bottom section of the instrument will remain on the bar. 
 

Platforms

  Turnstile

Turnstile

Turnstiles: there are several different varieties of maraca turnstile platforms, each with its own characteristics. They all rotate and Rayman can jump onto them. For platforms that move, place Reactive Types in the Mapper to delineate their area of movement. (For more information, see the section on Using Reactive Types.)
  1. Big turnstile to the bottom: stays fixed in place until Rayman jumps on it, then slowly moves vertically towards the bottom of the screen.
  2. Small turnstile to the right: stays fixed in place until Rayman jumps on it, then moves to the right.
  3. Small turnstile to the right bottom-45: stays fixed in place until Rayman jumps on it, then moves down to the right at a 45 degree angle.
  4. Elastic turnstile to the right: stays fixed in place until Rayman jumps on it, then moves to the right.
  5. Elastic turnstile to the left: stays fixed in place until Rayman jumps on it, then moves to the left.
  6. Elastic turnstile to the right top-45: stays fixed in place until Rayman jumps on it, then moves up and to the right at a 45 degree angle.
Maraca Maracas
  1. Spring maracas: depresses when Rayman jumps on it.
  2. Maracas rocket: ignites and begins to rise when Rayman jumps on it. Rayman can pilot the maraca rocket by facing either to the left or right.
Bongos Bongos: all of them immediately fall when Rayman jumps on them.
  1. Bongo
  2. Bongo left eye
  3. Bongo right eye
Drum Drums: Rayman can jump onto them to gain access to upper platforms.
  1. Steady left drum: stays fixed in place; faces to the left.
  2. Steady right drum: stays fixed in place; faces to the right.
  3. Drum walker: moves back and forth on the platform.

 

Tibetan monk Tibetan monks: Rayman can jump onto the objects that they hold.
  1. Tibetan with bongo.
  2. Tibetan with platform balls.
  3. Juggler Tibetan.

Enemies

  Prickly ball Prickly ball: stays fixed in place. Rayman loses a life point if he touches it.
Note Note 1 & 2: move back and forth on a platform. If Rayman touches a note, he loses a life point.
Moth Moths
  1. Moth: attacks Rayman when he enters its zone of detection.
  2. Cruel moth: more aggressive than a moth. Flies up and attacks Rayman.
Trumpet

Trumpets: When a trumpet blows, Rayman is propelled forward. When a trumpet draws up, Rayman is pulled towards the trumpet. 

  1. Steady blowing trumpet on the left: stays fixed in place, facing left.

  2. Steady blowing trumpet on the right: stays fixed in place, facing right.

  3. Steady drawing up trumpet to the left: stays fixed in place, facing left.

  4. Steady drawing up trumpet to the right: stays fixed in place, facing right.

  5. Steady blowing trumpet: blowing trumpet which walks back and forth on a platform.

  6. Steady drawing up trumpet: drawing up trumpet which walks back and forth on a platform.

Cymbals Cymbals: Rayman can use this platform to move horizontally. He controls the direction of movement by moving to the side of the cymbals. Rayman has to be careful when the two cymbals clash. Rayman will be injured unless he is in the center of the cymbals! 
Mallet Mallets
  1. Stunning mallet: injures Rayman if he is beneath it when it strikes.
  2. Fast stunning mallet: moves faster than the stunning mallet.
  3. Catapult mallet: Rayman can jump on top of the catapult mallet and be thrown upward.
Eyes Flashing eyes: throws lightening bolts at Rayman.
 
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